weapon_satchel problem Created 11 months ago2023-12-12 04:03:23 UTC by MAXK0T MAXK0T

Created 11 months ago2023-12-12 04:03:23 UTC by MAXK0T MAXK0T

Posted 11 months ago2023-12-12 04:03:24 UTC Post #348203
Hi all. In a death match, the satchel does not work in only one place on the map, that is, I throw it away, a button press animation occurs, and that’s it, it remains a dead weight. In other places everything works. BUT! everything works in single player mode everywhere. Thank you!
Posted 11 months ago2023-12-12 08:32:04 UTC Post #348206
Just tested that satchels work fine in HLDM running on the anniversary edition.

So first thing first: Are you pressing alternate fire (right-click by default) to detonate the satchels? The behaviour was changed in the anniversary edition to do this.

If not that, then you'll need to provide the details you left out of your post:
  • Is this running the anniversary edition or the legacy branch?
  • Is this HLDM or multiplayer in a mod?
  • Are you using any plugins?
Posted 11 months ago2023-12-12 19:06:47 UTC Post #348219
I'm using the non-steam version of NGHL. This is HLDM, there are no plugins. I tried to record a demo file to clearly demonstrate what I was talking about, but unfortunately, the unexploded satchels are not visible on the recording...
here it is https://drive.google.com/file/d/1aXfZgSwzSLG9kI1I3FZIOz_WIAeJYTK-/view?usp=sharing
Posted 11 months ago2023-12-13 09:07:45 UTC Post #348225
The New Gauge client is non-vanilla and is most likely the cause of the issue.
Satchels were tested and confirmed to work in both legacy and anniversary branches of HL.
Posted 11 months ago2023-12-13 14:12:13 UTC Post #348228
But everything was fine before, so I asked in the hope that someone had encountered such a glitch.
Posted 11 months ago2023-12-13 14:36:06 UTC Post #348230
Isn't NGHL meant for speedrunning? Is it able to connect to normal HLDM servers anyway?
Archie ArchieGoodbye Moonmen
Posted 11 months ago2023-12-13 15:29:39 UTC Post #348233
It's very hard for anyone using NGHL who may have encountered the problem to notice your thread and help you out, as neither the title or first post mentions NGHL at all.

And yes, it is for speedrunning. So it's possible any HL speedrunning communities might be of more help regarding the client.
Posted 11 months ago2023-12-13 18:39:19 UTC Post #348234
This client works quite well with regular servers. Please advise where to download another version for testing, besides Steam. By the way, I noticed that for some reason it only bugs when I test the map with parabot.

And it often happens, for example, that out of two packages, one explodes and the second does not. This is strange, just like the fact that no one can help (((
Posted 11 months ago2023-12-13 19:29:55 UTC Post #348235
Only the client that ships with Half-Life itself is compatible with servers running Steam Half-Life. Any other client will have varying levels of compatibility, ranging from crashing on connect to strange bugs due to network protocol changes that causes the client to misinterpret information it receives from the server.

So if you're playing on Steam Half-Life servers, use the Steam Half-Life client only. The same goes for any other game or mod by the way, i've seen people try to mix HL updated dlls with vanilla HL which also doesn't work.
Posted 11 months ago2023-12-13 19:45:06 UTC Post #348236
I tried a couple of other clients, the problem is clearly not with them.
And of course I take the serverlist from where I took the client. there are a lot of games and everything works. But the glitch appears OFFLINE when I want to test the map with bots for such surprises. BUT without bots everything works as expected!
UPD: It’s not entirely clear at what point the failure occurred, since I spent some time painting unnecessary surfaces with the NULL texture, and trying to optimize the map, and it led to this...
Posted 11 months ago2023-12-13 20:31:15 UTC Post #348237
Okay so, this was not an issue experienced in HLDM, but experienced while running NGHL with Parabot and only when testing a specific custom map?

A little troubleshooting trick, which also helps when asking for help with issues, is to try to isolate away as many variables as possible.
  • If the issue appeared while testing a custom map, test it again on a stock map. If the issue remains, then you've isolated the map from the equation.
  • Are you running any plugins/mods? Disable those any test again. Issue still there? Then it wasn't because of the plugins/mods.
  • ...and so on.
This makes it easier for you to track down where and what the issue is.

Not doing this sort of variable isolation leads to making the wrong conclusions, such as saying the issue here is with HLDM, when you haven't tested without any plugins or mods or custom clients on vanilla maps.
Posted 11 months ago2023-12-14 02:11:47 UTC Post #348238
Thank you. You're right. That's exactly what I did and almost immediately realized that the problem was only on my map with Parabot enabled. Which, by the way, I already wrote about earlier. Unfortunately, I can’t test it with real players. I don’t have my own server, since access to the network is via NAT. I naively believed that someone had already encountered a similar problem, so I’m asking the question here. Most likely I will have to roll back the work to a working state and start again, maybe this will help. In any case, thanks for your attention.

UPD(12/14/23) For those who may have this problem: Looks like the problem was with Parabot. So far Phineas Bot seems to be working fine)
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